The Boatman

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1 - Restoration of Erathia Restoration of Erathia 1 - Restoration of Erathia
1. Homecoming
2. Guardian Angels
3. Griffin Cliff
1. A Devilish Plan
2. Groundbreaking
3. Steadwick's Fall
1. Borderlands
2. Gold Rush
3. Greed
1. Steadwick's Liberation
2. Deal With the Devil
3. Neutral Affairs
4. Tunnels and Troglodytes
1. A Gryphon's Heart
2. Season of Harvest
3. Corporeal Punishment
4. From Day to Night
1. Safe Passage
2. United Front
3. For King and Country
1. The Grail
2. The Road Home
3. Independence
2 - Armageddon's Blade Armageddon's Blade 2 - Armageddon's Blade
1. Catherine's Charge
2. Shadows of the Forest
3. Seeking Armageddon
4. Maker of Sorrows
5. Return of the King
6. A Blade in the Back
7. To Kill A Hero
8. Oblivion's Edge
1. Culling the Weak
2. Savaging the Scavengers
3. Blood of the Dragon Father
4. Blood Thirsty
1. Crystal Dragons
2. Rust Dragons
3. Faerie Dragons
4. Azure Dragons
1. Razor Claw
2. Taming of the Wild
3. Clan War
4. For the Throne
1. Farming Towns
2. March of the Undead
3. Burning of Tatalia
1. Lost at Sea
2. Their End of the Bargain
3. Here There Be Pirates
4. Hurry Up and Wait
3 - Shadow of Death Shadow of Death 3 - Shadow of Death
1. Clearing the Border
2. After the Amulet
3. Retrieving the Cowl
4. Driving for the Boots
1. Graduation Exercise
2. Cutthroats
3. Valley of the Dragon Lords
4. A Thief in the Night
1. Bashing Skulls
2. Black Sheep
3. A Cage in the Hand
4. Grave Robber
1. On the Run
2. The Meeting
3. A Tough Start
4. Falor and Terwen
5. Returning to Bracada
1. Target
2. Master
3. Finneas Vilmar
4. Duke Alarice
1. Harvest
2. Gathering the Legion
3. Search for a Killer
4. Final Peace
5. Secrets Revealed
6. Agents of Vengeance
7. Wrath of Sandro
8. Invasion
9. To Strive, To Seek
10. Barbarian Brothers
11. Union
12. Fall of Sandro
1. Poison Fit for a King
2. To Build a Tunnel
3. Kreegan Alliance
4. With Blinders On
4 - Horn of the Abyss Horn of the Abyss 4 - Horn of the Abyss
1. Pirates and Palms
2. Master of the Island
3. Devil Sunrise
1. Prisoner of Doom
2. Evenmorn
3. The Shores of Hell
4. The Freedom of the Nix
5. In Search of the Horn
6. Treachery
1. Frontier
2. Heart of Water
3. Horn of the Abyss
4. All Hands on Board!
1. World on Fire
2. Beyond the Horizon
3. Dead or Alive
4. Tomb Raiders
5. Deus Ex Machina
6. Tarred and Feathered
7. New Order
8. Homecoming
5 - Heroes Chronicles Heroes Chronicles 5 - Heroes Chronicles
1. A Barbarian King
2. The Criminal King
3. Ultimatum
4. The War for the Mudlands
5. Siege of the Wallpeaks
6. Trapped!
7. Slash and Burn
8. Steelhorn
1. Cerberus Gate
2. The Boatman
3. Truth Within Nightmares
4. Twisted Tunnels
5. Jorm's Ambush
6. Old Wounds
7. The Queen's Command
8. Never Deal with a Demon
1. The Trouble with Magic
2. Walking on Clouds
3. Don't Drink the Water
4. Hard Place
5. The Secret in the Flames
6. The Magic that Binds
7. Birds of Fire
8. Master of the Elements
1. The Dragontalker
2. Dragon's Blood
3. The Dragon Mothers
4. Dragons of Rust
5. Distrust
6. Dragons of Gossamer Wings
7. Dragons of Deepest Blue
8. Clash of the Dragons
1. A Distant Cry
2. Senseless Destruction
3. The World Within
4. The Roots of Life
5. Rebirth
1. The Endless Sands
2. The Nameless Land
3. The Sparkling Bridge
4. The Fiery Moon
5. Vorr, the Insane
1. Hopewielder
2. The First Law
3. By Royal Decree
4. The King's Son
5. The Ransom
6. Beyond the Borders
7. Naming a Nation
8. The First Tatalian War
1. Tarnum the Overlord
2. The Land of the Vori
3. A New Enemy
4. A New Ally
5. The Capture
6. Tunnels of Ice
7. The Barbarian's Wife
8. The Protectors of the Sword

xxx The Boatman Heroes Chronicles
5 Total Players / 1 Human Player
Underground enabled Size 2 (72×72) - M
Find the Orb of Inhibition in order to pay the Boatman for passage. Do not lose Tarnum. All Heroes will be limited to level twelve, but Tarnum and two of his best Captains will transfer to the next scenario with all of their spells, skills and experience.
Victory condition:
Acquire Artifact or Defeat All Enemies: Orb of Inhibition
Loss condition:
Lose Hero: Tarnum
Allies: Red Enemies:       1:Blue      2:GreenOrangePurple
Choose a bonus:
Start with +1 Defense on Tarnum
Start with +1 Attack on Tarnum
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well.
Carried to next scenario:
Tarnum (Knight)
 2 strongest heroes
Max level:


Unnamed male historian: Masquerading as a Knight turned out to be less difficult than Tarnum first thought. As he searched the first level for the elusive Boatman who could guide him deeper into the Underworld, Tarnum learned that the beliefs and practices of the Knights of Erathia have their roots in Barbarian culture.


Timed events[edit]

Day Title Message
Day 1 At RedPurple:
Day 1
One could walk the first plane of the Underworld for all eternity and never find the gate to the next level. Only the Boatman knows the way. It is rumored that he will take anyone to the next level as long as they meet his price. Today, that price is the Orb of Inhibition - a powerful magical item that was recently stolen from him. It seems I have no option but to deal with the creature.
Day 4 Day 4 My advisors have already moved into the new Castle to prepare things for my arrival. They have sent scouts to survey the area, so reports should be coming in very soon.

But I haven't been lax in the past few days either. Trying to find my way around these tunnels is maddening. I can already tell the weeks ahead are not going to be good ones. However, the lines of communication with Queen Allison will be reestablished soon, and unexpectedly I find myself looking forward to her letters.

Day 8 Day 8 A message arrived for me today, providing tactical information on the region.

"These tunnels are a nightmare to defend. There are three major routes to our Castle, all connected so an enemy can attack from any direction. We need to clear the nearby territory and establish a well-guarded base. Always remember, the enemy is never far away, as there are plenty of creatures crawling these caverns. Be careful."

I wish I had three armies instead of just the one. How can I mount a decent offensive if I'm always worrying about my back?

Day 12 Day 12 "We suggest," says the spokesman for my advisors, "that you hire as many Heroes as you can afford and order them to constantly patrol the tunnels. No doubt, the enemy is crawling through these caverns like cockroaches. And they have about as much honor as a bug as well - they're bound to try to sneak up on us!"
Day 15 Day 15 Things were going rather well until one of the old-timers began talking about Rion Gryphonheart's campaign against the Barbarian Tyrant.

He spoke of Gryphonheart's bravery, how he stood before the Tyrant's massive army and challenged the brutish King to single combat in order to prevent even more carnage. The Barbarian King was stronger, taller, and blinded by a rage that seemed unquenchable. Using skill instead of fury, Gryphonheart gutted the "stupid savage".

Those were his words!

The old soldier continued, explaining how the Barbarian army must've thought their King was invincible, because when they saw him fall they lost all hope and ran.

I had to bite my tongue to keep from speaking out in my defense, and when their words got to be too much, I walked away. One thing is certain - that old soldier will be digging latrines for months!

Day 17 Day 17 The lines of communication are open once again, and Queen Allison's first message is more than a letter.

"Dearest Tarnum,

I am grateful for your continued help in finding my father's soul. He was a good man who fought honorably and died honorably. Knowing that things must be difficult I have taken up a collection from the nobles in my father's honor, and have sent the proceeds to you. Please find my father soon."

Her familiarity startles me, but I realize that I feel close to this bold young woman as well.

Effect: +17 Wood Wood, +8 Mercury Mercury, +28 Ore Ore, +6 Sulfur Sulfur, +4 Crystal Crystals, +9 Gem Gems, +9238 Gold Gold
Day 23 Day 23 It has taken a few days for me to compose a response to Allison's letter. Her praise of her father followed so closely on the heels of the old soldier's tale of my death at the hands of Gryphonheart has left me angry. I still remember the pain, still feel it in my belly some nights when I go to bed. And yet they talk about me like some monster from a child's story.

But I pick up the quill, dip it in the ink bottle, and shake my head. It's not fair to blame Allison. She didn't choose her father. So, I write...

"Queen Allison,

Things are going well. Do not worry, we will find your father's soul soon. Thank you for the additional supplies, they have helped in construction and recruiting costs. Please send my regards to all those who helped."

I sign only my name. Perhaps a little short and cold, but it's all I can manage right now.

Day 27 Day 27 A rider arrives, a member of one of the parties scouting deep within the tunnels.

"We have discovered the location of the Orb of Inhibition and know what you must do to get it," the ragged scout says when he catches his breath.

Clenching my fists, I speak before I even know what I am saying.

"You look tired. Clean up, eat a good meal, get some sleep - you've earned it. We'll discuss things later."

The perplexed scout bows and leaves. I notice my advisors are poised to ask why I didn't ask for the information immediately, but they hold their questions when they catch my tense expression.

Day 31 Day 31 There is no getting around it. I have to see the scout. I've avoided him these past few days, always busy with something else, but I'm beginning to see suspicion in the eyes of my advisors. To think I almost turned my back on the Ancestor's mission, just for spite. My temper has always been my downfall, but not today. Never again!

I send for the scout. The grudge I have against Rion Gryphonheart is over now that his soul's torture has been extended for a few days. We are even.

Day 31 day 31-2 The scout's information is complex, but important.

"The Seer to the south of your Castle wants 50 Gogs in return for the Surcoat of Counterpoise," the scout begins. "Take the Surcoat to the Border Guard and you will gain access to the Keymaster's Tent, and then the land beyond the Red Border Guard. Now, you'll need The Shackles of War from the Seer just northeast of the Castle. The Shackles of War will gain you one Archangel and that will gain you passage to where the Orb is being held."

Day 36 Day 36 The instructions to the Orb of Inhibition are almost as confusing as these blasted tunnels! How do these Demons manage to navigate this place?

The only safe way to make sure that everything is completed is to visit the Seers myself. Maybe some of my captains can run some of the errands, but I think I should do the talking. To begin, I need to find the Seer who wants 50 Gogs, and somehow find a way to recruit these loathsome Demons.

Day 40 Day 40 A message from Queen Allison arrives.

"Dearest Tarnum,

I am hoping to join you shortly. The advisors here are having fits at the very suggestion that I take a hand in this situation personally, but I feel that it would be wrong to have so many people die while trying to rescue my father's soul without me being there as well, risking just as much as they do. Please let me know if your position is secure, so that I can begin my journey. Thank you again for all of your help."

Day 44 Day 44 One of my advisors has commented that my letters are practically unreadable, so I've been studying with one of the scribes. It has taken me some time to learn to sound like a noble.

"Dear Queen Allison,

My apologies for the delay in my response. We have secured the Underground Gate and the surrounding territory. The Demons do not pose any threat to us, and in fact we are making it our personal quest to exterminate these vile creatures from the area. The campaign is going well and the enemy poses little resistance. However, this will all be moot if we can't find the Boatman.

Once we have secured passage to the next level from this elusive Boatman, you will be able to join us without fear of attack. It would be good for the morale of the troops if you were seen here taking a personal hand in the matter. I know your duties are demanding, but I am certain there are several competent advisors who can take care of matters while you are away. We look forward to your presence.

Your humble servant,

Sir Tarnum."

My hand is tired when I complete this letter. And I can't help but think that if these nobles spent more time training their troops and less time worrying about proper speech, they would rule the world!

Day 49 Day 49 My flowery words and false flattery of the noblemen must have worked because Queen Allison has sent word that she is on her way and will arrive in another two months. Her confidence in my abilities is great, since she obviously assumes I will have found the Boatman by then. Wish I were so confident.

She also seems excited about taking a 'leadership role' in the rescue of her father. I fear that she thinks I'm going to allow her to get into the thick of battle when all I really needed was a figurehead to make the troops feel good. A pretty smile would do. But then she'll probably fold under the pressure and run home the first chance she gets.

Day 56 Day 56 The Demons have earned my spite over the past months as I learned that they are firm believers in the sneak attack.

While most of my forces were patrolling the local territories, a band of Magogs and Imps desecrated the Castle! The Magogs tossed fireballs about, setting several buildings on fire, while the Imps performed more disgusting acts of vandalism. They broke everything they could get their hands on, wrote foul language on the walls that would offend even the hardest soldier, and then they started flinging snot everywhere.

The repairs are going to be costly.

Effect: -17 Wood Wood, -5 Mercury Mercury, -24 Ore Ore, -3 Sulfur Sulfur, -1 Crystal Crystal, -2 Gem Gems, -8726 Gold Gold
Day 63 Day 63 A savage ambush led by Pit Fiends caught my camp unprepared last night. It would've been a disaster, except I jumped half-naked from my bed and met the enemy at the edge of camp. I howled like an animal as the first wave attacked, and I managed to turn back the startled Demons. By the time my soldiers were ready to mount a defense, the enemy fled.
Effect: +2 Mercury Mercury, +3 Sulfur Sulfur, +1 Crystal Crystal, +2 Gem Gems, +493 Gold Gold
Day 67 Day 67 I've been wondering about the differences between Barbarians and Knights, so I've been quietly observing the men under my command.

Knights are more polished - their speech, their clothes, their armor and weapons all gleam from several long hours of care. I don't understand the point of all that cleaning since everything will just get dirty again during your next battle? What a waste of time just to look pretty.

But then, I am a Barbarian.

Knights, and their entire society are concerned with such things. Take the letters to Queen Allison and all the flowery speech. In my experience, I have never needed more than a sentence to get my point across, but these Erathians and their Knights are always so concerned with politeness and properness it takes them ten times as long to say what they mean.

Of course, there is one time when a Knight shows his Barbarian blood - when he comes in contact with beer. Then these 'gentlemen' become just as loud and blunt and violent as my people.

Day 72 Day 72 After a long, hard day, I take the chance to talk to some of the men around the campfire and discover exactly what makes Knights and Barbarians different when I asked one of them why he joined this quest.

"Why, for the glory of my Queen, country, and my family name," the young Knight said. "If I return a war hero, then I'll be able to get a pretty little girl to become my wife, and my family and neighbors will toast my efforts for many years to come."

The others agree and begin toasting each other. Knights fight for the glory of themselves and their leader, but a proper Barbarian fights for personal glory as well as for safety of his community.

Day 74 Day 74 Queen Allison has arrived at the Underworld Gate, but she's wisely remaining above ground until I clear out these tunnels. She's even brought along some extra troops, who should be arriving soon.



Location Message
10, 15, 0 A scout returns with information.

"We have secured a town to the south of here. The tunnels twist and turn in upon themselves, but there are distinct paths and nothing seems completely blocked off. If you go east you will come across a Sulfur Dune and a Seer's Hut. From what the natives say, visiting the Seer's Huts will be the only way to finding the Boatman."

You nod in response and spur your horse forward.

16, 32, 0 An old man sits by the wayside, begging for coin. You look at him and realize that not all adventurers escape the Underworld. His armor is rusted and his sword is snapped off just above the hilt. He is obviously close to death.

"Do not wander aimlessly along these tunnels," he says wisely. "The creatures jump out from every corner and from beneath every rock. Make sure you are well defended or you will end up like me."

You order a few of your men to take the poor old fool to the surface so he can see the sky once more before he dies.

Red 18, 41, 0 A ratty looking fellow tells you, "Pay a visit to the Hall of Sins just to the south and you'll thank me later. You'll need to visit it each week until you have enough Gogs to satisfy the Seer who needs them."
22, 34, 0 As you approach the Gold Mine, you can see the bones of the dead litter the ground before it. Too late, you realize that you have fallen into the same trap as the old hero as several creatures spring out from the rocks.

Guardians: 8 Gog Gogs

30, 28, 0 A slimy green blob comes flying out of nowhere and sticks to your armor. Your men are soon covered in it. A pack of Imps appear, laughing and taunting you as they fling more of the stuff from their noses. Enraged, you attack.

Guardians: 17 Imp Imps

31, 14, 0 The lands ahead are strewn with the bones of the fallen. Your men hesitate, not wanting to push ahead. Even you feel there is something wrong with this place, but you're not going to let that frighten you off. It's not easy to convince your men to continue, but as soon as you remind them that they're soldiers, not children, they straighten their backs and step forward.

These cursed lands bring a dark cloud over everyone's thoughts, and morale plummets like a soul falling from the heavens.

Contents: -2 Morale Morale

47, 61, 0 Apparently Hell Hounds have a similar trait with other types of dogs - they love to dig. Except this group dug themselves a nice, shallow hole and then used it to spring out and attack you!

Guardians: 23 Hell Hound Hell Hounds

49, 5, 0 The Evil Fog swirls about your feet as if it has a mind of its own. Its chill seeps through your armor, your clothes, even through your skin and freezes your very bones. Only creatures of evil could effectively move in this fog, and it will definitely have a bad effect on the good men you have in your ranks.

Contents: -1 Morale Morale

55, 11, 0 The Evil Fog swirls about your feet as if it has a mind of its own. Its chill seeps through your armor, your clothes, even through your skin and freezes your very bones. Only creatures of evil could effectively move in this fog, and it will definitely have a bad effect on the good men you have in your ranks.

Contents: -1 Morale Morale

63, 25, 0 This little corner was definitely worth the effort. It's the Familiar's den. The little creature was crazy to attack so many people. You inspect his reeking home and discover he must've been a good thief. There is a load of treasure here!

Contents: 4729  Experience points

+29 Wood Wood, +7 Mercury Mercury, +16 Ore Ore, +6 Sulfur Sulfur, +10 Crystal Crystals, +3 Gem Gems, +3226 Gold Gold

65, 25, 0 Out of absolutely nowhere a crazed Familiar comes screaming, "You're not going to take my treasures! I'll kill the lot of you!"

He rushes headlong into your men and dies on a sword. You shake your head, thinking these tunnels would make anyone go mad. Then you look about, and see nothing that could be even remotely considered treasure. Of course there is that rocky area to the west....

67, 6, 0 TThe Evil Fog swirls about your feet as if it has a mind of its own. Its chill seeps through your armor, your clothes, even through your skin and freezes your very bones. Only creatures of evil could effectively move in this fog, and it will definitely have a bad effect on the good men you have in your ranks.

Contents: -1 Morale Morale


Location Color Type Name
3, 25, 0 Red Castle
18, 7, 0 Purple Inferno
59, 52, 1 Blue Inferno
59, 53, 0 Orange Inferno
67, 4, 0 Green Inferno
Town timed events[edit]
Day Title Message
Day 77 At Castle (3, 25, 0):
Day 77
Queen Allison's troops have arrived and are available for hire. She also sent some Gold to help out with the costs of the war.
Effect: +40 Gem Gems, +80000 Gold Gold

100 Pikeman Halberdier Pikemen and Halberdiers, 60 Archer Marksman Archers and Marksmen, 40 Griffin Royal Griffin Griffins and Royal Griffins, 30 Swordsman Crusader Swordsmen and Crusaders, 20 Monk Zealot Monks and Zealots, 10 Cavalier Champion Cavaliers and Champions, 5 Angel Archangel Angels and Archangels


Location Color Hero
2, 10, 0 Red Your most powerful hero from Cerberus Gate scenario.
5, 11, 0 Red Your 2nd powerful hero from Cerberus Gate scenario.
8, 13, 0 Red Tarnum Tarnum the Knight
18, 8, 0 Purple Xarfax Xarfax the Heretic
59, 54, 0 Orange Ayden Ayden the Heretic
67, 5, 0 Green Calh Calh the Heretic
69, 58, 0 Blue Xyron Xyron the Heretic


Location Type Message
8, 68, 0 Familiar Familiar A horde of Familiars are dancing around the cavern ahead, passing a shiny helm from one to another as they play some obnoxious game. As you approach, the one wearing the helm shouts, "It's our helm! You can't have it, you pale freak of flesh! We'll tear you limb from limb before you get your smelly paws on it."
23, 34, 0 Walking Dead Walking Dead A sour stench comes from around the next bend in the tunnel. You cautiously turn the corner, expecting to find a dead creature left to rot, but instead you find walking corpses - Zombies!


Location Type Message
7, 67, 0 Helm of Heavenly EnlightenmentHelm of Heavenly Enlightenment Your discovery of the Helm of Heavenly Enlightenment could not be more welcome. It is a wondrous helm that adds great power to the abilities of any who wears it. No wonder the Familiars wanted to keep it for themselves.

Seer's Huts[edit]

Location Quest Reward Messages

6, 66, 0
Return with:
50 Gog Gogs
Surcoat of CounterpoiseSurcoat of Counterpoise Proposal: You have no idea what this elderly Knight is doing down here, but he doesn't seem to be in a hurry to leave. As you sit to talk, he explains, "Fifty Gogs are not so difficult to find in these parts, but I don't feel very interested in wandering about. Dangerous creatures lurking in the dark, you know. As I get older though, I need some protection from those blasted Imps that plague these tunnels like rats! If you do the dirty work for me I will give you the Surcoat of Counterpoise. Then again, if you want to find the Boatman you may have to give me those Gogs anyway.
Progress: Sorry, but I'm not very interested in anything else you have, just those Gogs.
Completion: Now, I know you want to see the Boatman, so why don't you just give me the Gogs and I'll give you the Surcoat of Counterpoise.

26, 25, 0
Return with:
5843 Gold Gold
Shackles of WarShackles of War Proposal: I would be willing to part with the Shackles of War, but you will have to compensate me. They are worth 5843 Gold pieces to me. Bring me the money and I will give you the Shackles. You'll need these to find the Boatman, you know.
Progress: Why are you bothering me when you don't have the 5843 Gold for the Shackles?
Completion: You have brought me my money, and now if you would be so kind I will give you the Shackles of War.

57, 23, 0
Return with:
Helm of ChaosHelm of Chaos
5  Knowledge skill Proposal: I know what your plans are. I approve of what you are doing here. If you bring me a small token of your appreciation I will give you knowledge. Return with the Helm of Chaos and you will learn much.
Progress: So far you have not brought me the Helm of Chaos, which means you won't appreciate my knowledge.
Completion: So you do really appreciate the knowledge I have to give you. Very well then, are you willing to trade the Helm of Chaos for some knowledge?

71, 65, 0
Return with:
Shackles of WarShackles of War
1 Archangel Archangel Proposal: I came down here years ago to study the difference between Angels and Demons, but the Demons keep escaping from their cages. Crafty things! I'd like to get a hold of the Shackles of War though. Now, I am aware that you are in desperate need to see the Boatman - a personal friend of mine, he is. I happen to know you'll need the Archangel I captured years ago to see him. I'll trade the Archangel for the Shackles. That sound fair?
Progress: Nothing, eh? I'm sure you will find the Shackles of War soon. It is said that a Seer's Hut in the northwest region offers what you search for as a reward.
Completion: Looks like we have a deal. Give me the Shackles of War and I'll give you the Archangel.

Quest Guards[edit]

Location Quest Reward Messages

4, 51, 0
  Level 10
(remove) Proposal: (none)
Progress: (none)
Completion: (none)

18, 2, 0
Return with:
Surcoat of CounterpoiseSurcoat of Counterpoise
(remove) Proposal: I am in need of the Surcoat of Counterpoise. If you are interested in finding the Boatman then you will give it to me. If not, you can rot in these accursed tunnels for all I care.
Progress: Without the Surcoat you're not getting past me.
Completion: Now that you have the Surcoat of Counterpoise you can give it to me and I'll be on my way. Just make sure you visit the Keymaster before trucking all the way southeast to find the Border Guard. Ready to trade?

34, 4, 0
Return with:
3 Devil Devils
(remove) Proposal: I am truly sorry, but we want to see that you really have business here. Bring us three Devils and we'll believe you.
Progress: Far as we can tell you still don't have any business here.
Completion: Seems that you just might have some business to do here. Give us the three Devils as a token of your appreciation and we'll let you pass.

70, 59, 0
Return with:
1 Archangel Archangel
(remove) Proposal: My family and I want out, but the only way to leave these accursed tunnels is if we can get someone to fly us out. I know that Archangels are honorable creatures, so if you bring one, they'll take us out of here. Just one is all I ask.
Progress: Sorry, but I need an Archangel to get my family out of here.
Completion: Give us the Archangel and you can get on with your mission. You'll need that red orb sitting on the ground just beyond here.